Howl of the Horde

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare

Combos Browse all

Howl of the Horde

Sorcery

When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

Raid — If you attacked with a creature this turn, when you cast your next instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy.

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Howl of the Horde Discussion

Catalog9000 on Favorite cards to abuse?

3 weeks ago

I'm thinking of adding Zealous Persecution to my Mardu Rush, but I don't know what to replace lol.

If I do get ZP in there, when I cast it all of my Prowess trigger so all of my guys get +2/+2 while all of my opponent's get -1/-1. That's a +/-3/3 spread which is just awful haha

Otherwise, I'm going to work on another Mardu deck with Howl of the Horde and Reverberate. Thoughts?

Geralf_Cecani on Mono red card advantage

1 month ago

I'm running Tormenting Voice and Cathartic Reunion because I'm also running copy sorcery spells such as Howl of the Horde. I'm doing so because its cheaper to cast Earthquake for four and copy it than it is to cast it for ten. But with reunion, the discard us a cost to play the spell, so when you copy it, it simply becomes "draw three cards".

They also provide some card advantage when paired with Past in Flames, which is also in the deck (hooray for mana rituals!)

xyr0s on BR Dragons

1 month ago

Flameshadow Conjuring is a card, you could make a whole deck around. but here... no. It's not just a "does nothing" card, it's "does nothing very long time", since you have to pay for it. You play it turn 4, it does nothing. You play a land, and 5 cmc dragon on turn 5. And it does nothing, since you can't afford to play the activation.

Howl of the Horde - why? What is it you can play, which is worth copying, after you paid 3 mana to copy it? A turn... 10? 15? Crater's Claws? You need 7 mana to play the equivalent of 2 lightning bolts like this... Reverberate is better, as it can copy your opponents cards, and costs 1 less. But that still doesn't make it good for this deck.

UltimatHedgehog on BR Dragons

1 month ago

Do you think Howl of the Horde or Flameshadow Conjuring would be useful?

Tyrant-Thanatos on What Was So Difficult to ...

2 months ago

What? If you cast Howl of the Horde and then cast Reverberate before howl can resolve you don't get any copies of Reverb. What are you on about? Howl has to resolve in order for any of its effects to go off, at which point it is no longer on the stack and not a legal target for Reverb.

Catalog9000 on What Was So Difficult to ...

2 months ago

Experienced players probably found it as an annoying mechanic and just one more tedious thing to keep track of, while new players who were just learning the mechanics of the game found it overwhelming and often conflicting with preconceived ideas of how the game works.

There's, in my opinion, really three modes of experience among players. Casual, knowledgeable, and professional.

Casual players know the basic phases, that you tap lands to cast spells, and that you basically just announce that you want to do something and people let you do it. You may find someone casting a Lightning Bolt when they feel like it and everyone just assumes it works. These people probably found the Haunt mechanic confusing.

Knowledgeable players understand the stack, the various steps in each phase, how to manipulate their cards to generate the biggest turnout, and are able to recall rules for their defense. For example; If I attack with a creature during my Combat Phase and during my 2nd Main Phase I cast Howl of the Horde, followed by a Reverberate, do you know what happens? Well, Reverberate is copied twice (So three spells are on the stack) and I use all three to target Howl of the Horde. Here's where things get interesting... Howl of the Horde specifically says that it's the next spell which is copied. Reverberate WAS my next spell, so it is copied twice (Plus the original). Since the stack is First-In / Last-Out, this means that my three Reverberates all resolve first. I need to legally target a spell I control, so I target Howl of the Horde, as it has not technically yet resolved (Since Reverberate is on the stack last, it's the first to be checked off the list). This means that I now have three Howl of the Horde, all with their Raid trigger waiting to kick off. I ask my opponent if they respond, they say no, so I cast Lightning Bolt for 27 damage. These types of players have no issue understanding the Haunt mechanic whatsoever.

Professional players can be either Casual or Knowledgeable, and they probably just found it cumbersome because it really held no true place in tournaments. Too much to keep track of, and not worth the resources in card space in a library nor the mana to cast. It simply was not a worth-while nor game-shifting mechanic.

Pieguy396 on Riku's Forces

2 months ago

OK, now for cuts:

  • Howl of the Horde is only really good in a deck that youre going to be attacking a lot. 3 mana for a Fork is too much here.
  • Talrand's Invocation likewise doesnt do a lot. 4 mana for 2 2/2 fliers is bad in EDH, and 6 mana for 4 2/2 fliers with Riku isnt great either.
  • Telemin Performance just doesnt do a lot.
  • world of war is also mainly only good in attacking decks, and most of your win conditions are combos.
  • Fabricate is good, but you dont have a lot of artifacts that are critical to your deck.
  • Chandra, the Firebrand is also pretty much a 4-mana Fork, which still isnt great here.
  • Desertion is good, but its just too much mana for a counterspell.
  • Hinder was mainly used when the tuck rule was still in effect, where you couldnt return you commander to the command zone if it got put into your deck somehow. Now, its become outdated. Same with Spell Crumple.
  • Increasing Vengeance is good, and could very well belong here, but Im not a huge fan.
  • Counterflux, Plasm Capture, Void Shatter and Voidslime are also fairly expensive for counterspells in a deck that isnt hard-control.
  • Manalith is too easily outclassed by other mana rocks.
  • Archaeomancer is possibly too much mana for the effect. This one is more of a personal preference, but it could very well belong here. Im just not a huge fan.
  • Melek, Izzet Paragon is also too much mana for too little reward.

In case you didn't notice, there's a little bit of a theme with the above cards. None of them are bad cards, but in most cases, you're spending too much mana for an effect you can get much cheaper with another card. Or, some of them just don't belong in the typical Riku build.

Well, in any case, thats all I have for now. If youd like some other comments (perhaps youd rather not run so many infinite combos), feel absolutely free to comment on my wall again; Id be happy to make another pass. Enjoy!

ROUROU on OH LORD JESUS IT'S A FIRE! | Neheb EDH

3 months ago

May I suggest a card or two?

Here we go xD

Earthquake, Vandalblast , Caged Sun( it's 6 euros, so you can look the other way xD) , Combustible Gearhulk is also an nice card-advantage - burn , Browbeat, Fault Line, Fireball, Howl of the Horde is one of my best finishers,(3x damage outta nowhere) Wheel of Fate will get the draw engine going, I find Ruination very useful against those 3-5 coloured decks. Finally, I find Mind's Eye very easy to get on the field and very useful, especially late game. I hope I suggested some useful cards xD

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